<!doctype html>
<html lang="en-us">
  <head>
    <meta charset="utf-8">
    <meta http-equiv="Content-Type" content="text/html; charset=utf-8">
    <title>WebGui Demo</title>
    <style>
      body {
        font-family: arial;
        margin: 0;
        padding: none;
      }
      .emscripten { padding-right: 0; margin-left: auto; margin-right: auto; display: block; }
      div.emscripten { text-align: center; }
      div.emscripten_border { border: none; }
      /* the canvas *must not* have any border or padding, or mouse coords will be wrong */
      canvas.emscripten { border: 0px none; background-color: black; }
    </style>
  </head>
  <body>

    <div class="emscripten_border">
      <canvas class="emscripten" id="canvas" oncontextmenu="event.preventDefault()"></canvas>
    </div>

    <script type='text/javascript'>
      var Module = {
        preRun: [],
        postRun: [],
        print: (function() {})(),
        printErr: function(text) {},
        canvas: (function() {
          var canvas = document.getElementById('canvas');
          // As a default initial behavior, pop up an alert when webgl context is lost. To make your
          // application robust, you may want to override this behavior before shipping!
          // See http://www.khronos.org/registry/webgl/specs/latest/1.0/#5.15.2
          canvas.addEventListener("webglcontextlost", function(e) { alert('WebGL context lost. You will need to reload the page.'); e.preventDefault(); }, false);
          return canvas;
        })(),
        setStatus: function(text) {},
        totalDependencies: 0,
        monitorRunDependencies: function(left) {}
      };
      window.addEventListener('resize', js_resizeCanvas, false);
      function js_resizeCanvas() {
            document.getElementById('canvas').width = window.innerWidth;
            document.getElementById('canvas').height = window.innerHeight;
      }

    </script>
    <script async type="text/javascript" src="imgui.js"></script>
  </body>
</html>
